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import bpy | |
import bmesh | |
import mathutils | |
from math import radians, degrees | |
from mathutils.bvhtree import BVHTree | |
def rayCastConditional(ray, rayTarget, increment, predicate): | |
"""Cast multiple rays until 'predicate' passes. | |
ray: (p, direction) | |
rayTarget: something with ray_cast() such as: |
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using System.Collections; | |
using UnityEngine; | |
namespace UGS.environ { | |
/// <summary> | |
/// Rotates the skybox of the scene or camera. | |
/// Requires a special shader. | |
/// </summary> | |
internal sealed class SkyBoxRotation : MonoBehaviour { |
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/* | |
* File "MyInternalClass.cs" | |
* in "MyName" assembly (defined by a "MyName.asmdef"): | |
*/ | |
using System.Runtime.CompilerServices; | |
// Make this class available to its Unity PropertyDrawer despite being 'internal' | |
[assembly: InternalsVisibleTo("MyName_Editor")] | |
namespace my.name { |
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//////////////////////////////////////// | |
// Find PhysX components that will trigger the Unity 2018 complaint about | |
// kinematic with Continuous Collision Detection: | |
// | |
// ERROR: [Physics.PhysX] RigidBody::setRigidBodyFlag: kinematic bodies with CCD enabled are not supported! CCD will be ignored. | |
// | |
// Use the script to find troublesome components in the scene or in the project | |
// then manually change them to a valid value, likely ContinuousSpeculative | |
// | |
// See https://docs.unity3d.com/ScriptReference/CollisionDetectionMode.ContinuousSpeculative.html |
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function getSteamSpyAppDetails() { | |
// Get the appId from spreadsheet for now: | |
var sheet = SpreadsheetApp.getActiveSheet(); | |
var appId = sheet.getDataRange().getCell(1, 1).getValue(); | |
// Build query | |
var url = 'https://steamspy.com/api.php' | |
+ '?request=appdetails&appid=' + encodeURIComponent(appId); | |
Logger.log("Sending: \"%s\"", url); |
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using Unity.Burst; | |
using Unity.Entities; | |
using Unity.Physics.Authoring; | |
using UnityEngine; | |
using UnityEngine.Assertions; | |
namespace UGS { | |
/// <summary> | |
/// Tag component for causing things to stick. | |
/// Could I also do this with a Physics.Material "Custom Flags" or "Collision Filter" ? |
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# GraphViz file for Unity3D ECS including new Unity.Physics and showing spaces for its various callback groups. | |
# Render with: | |
# dot -Tpng ECS-Unity.Physics.dot -o ECS-Unity.Physics.png | |
# | |
# License: CC-SA (BY appreciated but not required) | |
# Original version: @Arakade Rupert Key, 2019/06/07 | |
digraph "Unity.Physics" { | |
label="ECS + Unity.Physics jobs and phases" | |
compound=true |
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using System.Text; | |
using Cinemachine; | |
using UGS.unityutils.attributes; | |
using UnityEngine; | |
namespace UGS.snwscf.camera { | |
public sealed class CameraDebugger : MonoBehaviour { | |
#region serialized | |
[SerializeField, NonNull] |
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// See https://unreasonablygoodsoftware.wordpress.com/2020/03/05/json-net-custom-dictionary-serialization/ | |
using System; | |
using System.Collections.Generic; | |
using JetBrains.Annotations; | |
using Newtonsoft.Json; | |
using NUnit.Framework; | |
using UnityEngine.Scripting; | |
namespace packageNameRemoved { |
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#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
using System; | |
using UnityEngine; | |
using UnityEngine.Assertions; | |
using UnityEngine.Events; | |
namespace UGS.unityutils { |